Way of the Fighter: Ren
Ren remembers little of his parents. Where most children have happy memories, Ren instead recalls scraping by until his grandfather, Hiroshi, rescued him and his twin sister, Jun. Raised in Japan thereafter, Ren’s hotheaded temperament found structure in Hiroshi’s Taijutsu training. Strong, scrappy, and a bit brash, Ren naturally embraced Dragon style, eventually becoming an adept pupil capable of launching fierce, fiery attacks and incredible endurance. After the sudden disappearance of his grandfather last year, Ren heard rumors of a once disgraced student who sought revenge upon Hiroshi. Suspicious of foul play, he immediately ventured out into the world to find the former student to exact revenge of his own.
Ren is an aggressive but balanced fighter which makes him a particularly good fit for beginners. His core play-style revolves around getting close to his opponent and cornering them, but he also some interesting range options that make him a well-rounded fighter.
Ren’s Fighter Ability is incredibly useful, energizing a single dice when hitting an opponent may sound simple but it makes a real difference on the long run. At range, his Dragon Blast is a powerful and nasty surprise for defensive opponent. The slow but powerful Dragon Wings can hit up to five times, and if it is performed in the center of the arena, your opponent will be cornered by the end of the attack. The fighting game classic Dragon Punch, is the perfect counter to an aerial assailant, you just need to bait him. Dragon Rush is an excellent addition to Ren’s arsenal. Not only can he move two spaces forward, but it also increases his combo attack damage by 1. Dragon’s Tail is potent kick with a nice utility against crouching opponents in particular, they won’t be able to block but will also be at a severe disadvantage thanks to Stun(2). Fangs of the Dragon is a unique mode that provides two different bonuses. It gives Ren’s strikes the effect of pushing the opponent and advancing Ren, and it also gives his blasts the ability to pull his opponent, forcing them to keep close. Ren’s Power Block is in line with his abilities, helping you to have access to more dice.
Dragon Rush + Plexus Strike + Power Drag: This is a quintessential Ren combo and true display power for a very effective cost, thanks to Chain on both Dragon Rush and Plexus Strike. Start the combo with three dice and rush your opponent with Dragon Rush. Chain one of the dice to Plexus Strike. Then put an additional two dice into Plexus Strike. Dragon Rush increases Plexus Strike’s damage to 3. Once the Plexus Strike hits for 3, it activates its Chain ability which is equal to the damage dealt, allowing you to get all three dice back. Put as many dice as you wish into Power Drag for an additional 2 damage. Power Drag then allows you to Push your opponent back two spaces and for Ren to advance two, keeping your opponent cornered. Additionally, thanks to Plexus Strike, Power Drag knocks your opponent down. Brutal!
Energy Burst + Trailing Blast + Heavy Kick: This combo requires Ren’s Fangs of the Dragon mode to be in play, and when it is serves as a great trick against a defensive opponent trying to keep their distance.
Start with the Kneel command to crouch, then Energy Burst two spaces forward. Chain one of the dice used on Energy Burst to execute Trailing Wave, with an extra two spaces of range thanks to Energy Burst’s combo effect (hitting from up to four spaces away). After the first Trailing Wave, Fangs of the Dragon allows you to pull your opponent one space towards Ren. Trailing Wave then triggers a second time, thanks to Repeat (1), hitting for another 1 damage and pulling your opponent one more space towards Ren, setting them up perfectly for a Heavy Kick.
This combo can hit from an incredible six spaces away and brings your opponent within two spaces of Ren—exactly where Ren likes them!
Fangs of the Dragon + Overwhelm: This is not a combo, but highlights how modes can stack to make each other more effective. Fangs of the Dragon gives all strikes the Push keyword. Overwhelm makes any strikes that Push gain Chain (1). Being able to chain on so many attacks provides huge benefits, and an economy of dice that opens the door on many other combos.